/* Copyright (c) 2019, Arm Limited and Contributors
 *
 * SPDX-License-Identifier: MIT
 *
 * Permission is hereby granted, free of charge,
 * to any person obtaining a copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation the rights to
 * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
 * and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
 * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

#pragma once

#include <memory>
#include <string>
#include <typeinfo>
#include <vector>

#include "platform/input_events.h"
#include "scene_graph/component.h"

namespace vkb
{
namespace sg
{
/**
 * @brief Generic structure to receive platform events.
 *        Used for adding game logic to scene graph objects.
 */
class Script : public Component
{
  public:
	Script(Node &node, const std::string &name = "");

	virtual ~Script() = default;

	virtual std::type_index get_type() override;

	/**
	 * @brief Main loop script events
	 */
	virtual void update(float delta_time) = 0;

	virtual void input_event(const InputEvent &input_event);

	virtual void resize(uint32_t width, uint32_t height);

	Node &get_node();

  private:
	Node &node;
};
}        // namespace sg
}        // namespace vkb
